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View Full Version : Another suggestion, Techniques.


Valiance
07-25-2009, 07:58 AM
This was my second suggestion to the Gamemaster.

This suggestion comes essentially from the desire to have character who relies on magic as little as possible. I'm not sure if you remember my past ideas about a "First Aid" or "Intuition" skill that would let you heal yourself without the Restoration power. Well, I've been thinking....

I was rolling stats for a new character, I don't know why I was, but I was. As I was doing this, I noticed something, and saw it in a completely new light. You know full-well that if you have your Spirit, Aura, and Mind skills at a certain level, you can start with a magical ability. Suddenly, I got an idea, one which would really make characters much more diverse. What if there was something similar for warrior characters. Skill sets which made combat much more than clicking attack options and hoping your specific weaponry skill gives you a bonus. I was thinking, what if you made a whole new set of abilities called "Techniques".

Let me explain my idea a bit more. These "Techniques" are essentially advanced combat maneuvers that can have many different effects. They function just like powers do in combat, you select when to use them in combat just like you do any powers. For the sake of organization, if this idea is employed, you might want to create a third drop-down box "Select a Technique to Use". The techniques could have a wide variety of effects, like magical powers. Like powers, they could be leveled up with experience, their effects becoming more potent and reliable the higher in level they are. And because the maneuvers are tricky and tiring, they would drain your nevernal reserves, just like magic would, so it's not some free boost, it's actually a tactical decision. Just like a spell can fizzle in combat, a technique can fail, but it would use your Body score to recover, instead of your Spirit score. And because they are difficult and tricky, just like using powers, it would make it more difficult to have a successful round against your enemy when using them. (I am not sure if using a power in combat increases your enemy's melee rating or decreases your own, but whatever it is, it would apply to these techniques as well.)

I suppose you could do it another way, but the idea is to give warriors 'powers' of their own, without magic. Hence, nevernal reserve would seem like the logical method of making sure that the techniques are not abused and used over and over again.

Like powers, a character could start with one technique, and learn others throughout the course of their adventure. In order to start with a technique, the character would need to meet certain prerequisites in their stats. Just like you need to have high enough Aura, Mind, and Spirit scores, you would need to have high enough rolls in certain stats to start with these techniques. The one really big difference in techniques and powers, is that no technique can ever be a higher level than your Weaponry or Unarmed Combat skills.

Here's some examples of possible techniques that could be implemented.

Battle Insight: Raises your melee rating for that round. Higher levels mean a larger increase in melee rating and a better chance for success. Unlike other techniques, using this technique would not make you need to roll higher than usual to have a successful round of combat, since the entire point of this is to make it so you need to roll lower. If used consecutively round after round, the chances of this technique failing would increase.

Enhanced Reflexes: Gives you a possibility to completely dodge your enemy's attack that round, much like the nimble ring does. Higher levels mean a better chance at dodging your enemy's attack. Using most any technique consecutively will increase its chances for failure, but this one is especially likely to fail if used too often in one fight.

Counter Attack: This is something of a gamble. This only works if the enemy gets the upper hand in the round you used it. In the round after you used it, if you then gain the upper hand on the enemy, you deal normal damage, PLUS a portion of the damage the enemy dealt to you in the last round. Higher levels mean a better chance of success and a higher portion of damage dealt back. If the enemy gains the advantage in the round after you used Counter Attack, the technique fails. (Damage from special attack included or not included at your (The Gamemaster's) discretion)

Debilitate Enemy: Think of this like the special attack of a Witherer. With this technique, you attempt to reduce your enemy's melee rating. This too, is something of a gamble. This technique only works if you gained the upper hand on your enemy in the round. If the technique works, the enemy's melee rating drops. If the enemy gets the upper hand on you on the round you try to debilitate them, you suffer extra damage. Higher levels mean a higher chance of successfully using this technique and lowering the enemy's melee rating by more points. (Note: I don't know whether or not the effect should last the entire fight or a few rounds, I suppose that would be up to you if you decide to implement these ideas)

I....THINK that covers most of the details about my idea.

The above examples were just a few ideas, you're welcome to ask me about this idea if you'd like to go any further into them. But that is my idea. I think I covered most of the technicalities of it.

What is your opinion on this, Dear Gamemaster?

Again, was wondering, what did people here think?

shadowblack
07-25-2009, 08:12 AM
I don;t have time to read the whole suggestion, so I'll make just a couple of quick comments:
- Battle Insight is basically the same as the temporary MR boosts we get from Weaponry subskills, only not random but activated at will (if I understand you correctly)
- Enhanced Reflexes is too powerful and should left to items alone

thingirl
07-25-2009, 02:48 PM
I like the last 2. And I agree with Shadowblack on the first 2. Except, ER might have a 99% chance of failure at levels 1-5, and then decrease by a small amount every 5 levels so that it's chance is 50/50 at level 100.

smv1973
07-25-2009, 04:33 PM
Your suggestions would cause the GM to do a total make over of the game. This would take away from his time to be making new content or working to finish up the countless number of lose ends out there.

Maskull
07-25-2009, 05:00 PM
I agree with smv1973. That's a lot of coding you're talking about. On the other hand, I also believe in spreading the wealth (what little there might be), so if the GM is swamped with work, barring liability issues, he should perhaps hire an assistant or aide in his worthwhile endeavors to provide us with the best of possible Sryth worlds. You're ideas are not without merit and would most likely require rigorous discussion and debate to streamline. But I doubt the tradeoff at this juncture in time is practical. Still, it's great food for thought for future enhancements.

Joddelle
07-25-2009, 07:40 PM
This idea has a lot of merit, but I don't know if adding a separate list of trainable techniques to the game is the way to go with it. Perhaps getting a Technique when you reach Weaponry 30/60/90/100, and a customized set of techniques for each of the weaponry subskills at the same level.

so at 100 in both weaponry and the current subskill, you'd have 8 techniques to choose from.

Unarmed might give a technique every 10 levels. (starting at 30 - because you're really not a skilled unarmed fighter until you make Unarmed 20)

However you earn/gain them - I don't know if the concept (which is a fun one and worth discussion) is worth the time it would take from the GM's creation of new content.

Valiance
07-25-2009, 09:52 PM
Well please keep in mind the example listed above were nothing more than ideas of how it might function. The idea was essentially so that even those who fought without magic had unique attacks of their own.

Hmm, interesting thoughts, everyone. I'll take all these into account before I worry about shooting this out as a suggestion.

Doolipalally
07-26-2009, 09:35 AM
To be honest, what I think about most suggestions like this is that

a) the game seems to me to work fine as it is and I like it this way

and

b) that's a long and complicated email for the GM to read and respond to, and I'd rather he was free to spend his time on new content (OK, and maybe answering some of the outstanding Questions to the GM... :))

No offence intended, Valiance, and it's good that people are interested in how the game works, but I'd just like to see a different focus for the GM's time and energies.

EDIT: Just noticed smv said the same thing only shorter!